self.status != REFLECT (i know that if something happens he will cast reflect in him self?)

Exist some topic that explain each line? Im always testing on Glacial Eye and i want to make him cast in him self protect, shell, triple etc when the battle starts. To use this on bosses and other enemies.

And why some magics hit only 1 target? Like Glacial Eye cast Ultima and hit only Squall? Not Squall, Quistis and Irvine (all party)

if (rand() % 3 == 0) { <-------this works because he has 3 abilities with reflect target(200) domoveid(2) return}if (self.hp <= 100) { target(200) domoveid(3) <------this should work? 3 is the reflect magic, when he has 100 HP he will cast on it self? return

Well I think I may have found the root of the problem, it looks like if any if statement is > 255 bytes, the offset doesn't get patched correctly.I'll see if I can find the old code somewhere to patch since the version I'm working on is a bit of a mess atm.

I'm not sure if it will fix the issue that is causing the problem but it does fix a very major issue - it completely screws the logic up but it doesn't show in the code because the decompiler ignores the offset.To fix any file, you should be able to adjust the textbox to get the compile button and a compile + save should fix it.

Well I think I may have found the root of the problem, it looks like if any if statement is > 255 bytes, the offset doesn't get patched correctly.I'll see if I can find the old code somewhere to patch since the version I'm working on is a bit of a mess atm.

I'm not sure if it will fix the issue that is causing the problem but it does fix a very major issue - it completely screws the logic up but it doesn't show in the code because the decompiler ignores the offset.To fix any file, you should be able to adjust the textbox to get the compile button and a compile + save should fix it.

Nice, an update; cheers for this.

There was another thing that could make the compiler go wonky; in some counter scripts like for the Ifrit enemy there'll be unknown values that can disrupt it when trying to save/compile scripts:

I've already done some investigating to find where is the problem but I understand nothing. Sometimes a small change is efficient and sometimes a big change and it works without problem. Another weird thing: sometimes 2 enemies can work together on a battle scene but if you change the scene, it doesn't work... really weird.

I begun to edit/mod some bosses to rise the dificulty and i notice something:

What happens if i change those 3 parts?party levelchar levellevel increment------And why some abilities are 264,265,266 all null? Can i change them without a problem? add magics or repeat a definided attack

Hmm...After recompiling c0m085.dat without any changes to the code, I get some changes to the file.The offsets all change but this should be fine as it's related to a different number of 00's at the end of the code (the first one hit causes a return, so the count doesn't matter)However there is a concerning difference:

I'll have to do some more investigating to see the impact of this change.In addition to this, I'll code a test to recompile all the AI and check they come out the same to remove any other issues like this.

I begun to edit/mod some bosses to rise the dificulty and i notice something:What happens if i change those 3 parts?party levelchar levellevel increment------And why some abilities are 264,265,266 all null? Can i change them without a problem? add magics or repeat a definided attack

Those 3 parts are just for EXP calculation and don't affect anything in the enemy file; they're for the user's reference.

Average Party Level sets how much EXP will be gained with the team.

Finishing Char Level sets how much extra EXP will be won from the killing blow.

And Level Increment sets how many levels will be shown (for making the table more streamlined).

You can change enemy abilities, but make sure to have them retain a relevant animation. Magic should use their magic-casting animation, etc.

Hmm...After recompiling c0m085.dat without any changes to the code, I get some changes to the file.The offsets all change but this should be fine as it's related to a different number of 00's at the end of the code (the first one hit causes a return, so the count doesn't matter)However there is a concerning difference:

I'll have to do some more investigating to see the impact of this change.In addition to this, I'll code a test to recompile all the AI and check they come out the same to remove any other issues like this.

Anyway, it's better now with the update. I've done a battle that was impossible before, with Seifer, Fujin and Raijin. I have changed the 3 AIs and it works ! But with the gunblade disabled or I have a big graphical bug. There must be several things you have to modify but you'll make it !